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https://github.com/jcreek/CosmicClash.git
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147 lines
6.7 KiB
GDScript
147 lines
6.7 KiB
GDScript
class_name ShipActionCodec
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extends RefCounted
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# Single source of truth for the RL action layout — shared by training
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# (ShipAIController.get_action_space/set_action) and in-game inference
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# (AIShipController._decide via PolicyNetwork) so a trained policy's action
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# output is decoded identically in both contexts. Mirrors ShipObservations'
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# "do not fork this logic" role for observations; the train/inference seam
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# broke once before over exactly this kind of divergence (commit 8c15c46).
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#
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# Ship thrust is body-local, so its axes must not be mirrored for team 1.
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# Ship rotation, however, is applied directly as world-space torque in
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# Ship.apply_rotation_forces(). Team 1 observes a canonical frame rotated
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# 180 degrees about world Y, so its canonical pitch/roll outputs must be
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# rotated back to world space before they reach the ship. apply_team_frame()
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# is the shared training/inference seam for that conversion.
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#
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# Curriculum generation 4 replaces the old continuous Gaussian action space
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# (Box(7), see the "continuous" path below) with a per-axis MultiDiscrete
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# space: PPO's Gaussian std reliably collapsed to ~0.13-0.15 within the first
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# ~10% of every training run across 3 generations and never recovered, which
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# made a *sustained* set-point (e.g. hovering, thrust.y ~= 0.408 given this
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# ship's mass/thrust — see TRAINING.md) essentially unreachable: the
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# collapsed distribution can brush the hover value but never hold it long
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# enough to accumulate the reward signal that would move the mean. A
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# discrete bin is a single, atomic, repeatable choice with non-zero
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# probability under any softmax, which does not have that failure mode.
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#
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# HEADS order is deliberately gymnasium's *sorted* key order (verified:
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# "rot_x" < "rot_y" < "rot_z" < "thrust_x" < "thrust_y" < "thrust_z" <
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# "turbo") — godot_rl's ActionSpaceProcessor builds the Tuple action space
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# from a gymnasium Dict, which sorts keys regardless of insertion order, so
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# this order is what SB3/PPO actually samples/trains against and what
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# set_action() receives keyed by. Do not reorder without re-verifying that
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# sort order.
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const HEADS := [
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{"name": "rot_x", "bins": [-1.0, -0.5, 0.0, 0.5, 1.0]},
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{"name": "rot_y", "bins": [-1.0, -0.5, 0.0, 0.5, 1.0]},
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{"name": "rot_z", "bins": [-1.0, -0.5, 0.0, 0.5, 1.0]},
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{"name": "thrust_x", "bins": [-1.0, -0.5, 0.0, 0.5, 1.0]},
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# Deliberately asymmetric: hovering this ship (mass 5.0, vertical_thrust
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# 120, default gravity 9.8 m/s^2 — see ship.gd/ship.tscn) requires a
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# sustained thrust.y ~= 0.408. Uniform-random selection over these 5 bins
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# averages 0.34 — just below neutral buoyancy, so a fresh policy drifts
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# gently through the volume instead of pinning to the floor (symmetric
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# bins) or sticking to the ceiling (ceiling_pull_strength 11.5 > gravity
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# 9.8, so the ceiling is easy to over-shoot into). This is the direct
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# analogue of the RLGym/RLBot community fix for the same failure mode
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# ("add more jump actions to the discrete action parser").
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{"name": "thrust_y", "bins": [-0.5, 0.0, 0.45, 0.75, 1.0]},
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{"name": "thrust_z", "bins": [-1.0, -0.5, 0.0, 0.5, 1.0]},
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{"name": "turbo", "bins": [0.0, 1.0]},
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]
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static func action_space_dict() -> Dictionary:
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var space := {}
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for head in HEADS:
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space[head["name"]] = {"size": head["bins"].size(), "action_type": "discrete"}
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return space
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# Training side: `action` is the Dictionary godot_rl's Sync node hands
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# set_action() — one entry per HEADS key, each an int (or int-valued float)
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# bin index in [0, bins.size()).
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static func from_indices(action: Dictionary) -> ShipAction:
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var result := ShipAction.new()
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var values := {}
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for head in HEADS:
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var index: int = clampi(int(round(float(action[head["name"]]))), 0, head["bins"].size() - 1)
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values[head["name"]] = head["bins"][index]
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result.rotation = Vector3(values["rot_x"], values["rot_y"], values["rot_z"])
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result.thrust = Vector3(values["thrust_x"], values["thrust_y"], values["thrust_z"])
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result.turbo = values["turbo"] > 0.0
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return result
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# In-game inference for a MultiDiscrete-trained export: `logits` is the raw
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# policy_network.gd output — 32 floats (5+5+5+5+5+5+2), one contiguous slice
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# per head in HEADS order (matches export_policy.py's action_net layer,
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# which concatenates SB3's per-head categorical logits in that same order).
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# argmax within each slice picks that head's bin, same as SB3's
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# MultiCategoricalDistribution.mode() under deterministic inference.
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static func from_logits(logits: Array, noise: float) -> ShipAction:
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var result := ShipAction.new()
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var values := {}
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var offset := 0
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for head in HEADS:
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var bins: Array = head["bins"]
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var index := 0
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if noise > 0.0 and randf() < noise:
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# eps-random-bin: the discrete analogue of continuous action_noise
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# (see ai_ship_controller.gd) — degrades gracefully and keeps the
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# same 0..1 monotonic difficulty semantics as the continuous path.
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index = randi() % bins.size()
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else:
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var best_value: float = logits[offset]
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for i in range(1, bins.size()):
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if logits[offset + i] > best_value:
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best_value = logits[offset + i]
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index = i
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values[head["name"]] = bins[index]
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offset += bins.size()
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result.rotation = Vector3(values["rot_x"], values["rot_y"], values["rot_z"])
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result.thrust = Vector3(values["thrust_x"], values["thrust_y"], values["thrust_z"])
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result.turbo = values["turbo"] > 0.0
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return result
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# Map a policy's canonical-frame rotation intent back into the physical
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# team's world frame. A 180-degree Y rotation negates X and Z and leaves Y
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# unchanged. Translation remains untouched because Ship applies it through
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# the ship's local basis rather than as a world-space vector.
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static func apply_team_frame(action: ShipAction, team: int) -> ShipAction:
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if team == 1:
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action.rotation.x = -action.rotation.x
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action.rotation.z = -action.rotation.z
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return action
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# Legacy continuous decode — moved verbatim from ai_ship_controller.gd so
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# every model exported before generation 4 (no "action_space" block in its
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# JSON, e.g. Game/bots/promoted/easy.json) keeps behaving byte-identically.
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# `out` is the trainer's flattened Box(7) output, gymnasium-sorted: rotation
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# xyz, thrust xyz, turbo (> 0 means on) — NOT ShipAction's thrust-first
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# declaration order.
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static func from_continuous(out: Array, noise: float) -> ShipAction:
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var result := ShipAction.new()
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result.rotation = Vector3(
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_continuous_axis(out[0], noise),
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_continuous_axis(out[1], noise),
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_continuous_axis(out[2], noise)
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)
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result.thrust = Vector3(
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_continuous_axis(out[3], noise),
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_continuous_axis(out[4], noise),
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_continuous_axis(out[5], noise)
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)
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result.turbo = out[6] > 0.0
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return result
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static func _continuous_axis(value: float, noise: float) -> float:
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if noise > 0.0:
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value += randf_range(-noise, noise)
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return clampf(value, -1.0, 1.0)
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